(I have not tried the original, but from I what I have read this a complete and working remake?)
I'm completely stuck and have been for a couple of hours, but I don't care, I'm still enjoying it. Some of the clues are obvious, others don't seem sensible (wth does "lastly and centrally" mean? Especially in a room with an even count of dimensions!) and I am yet to make sense of the stars.
I refuse to look at the sourcecode for this one. I'll update this review if I ever get further. If you don't hear from me then I may have awoken in Piranesi instead of real life.
It's interesting that the tree maze is a pain to get inside of. I suspect perhaps this was done to prevent player's using it as a place to dump all their items (given how easy and quick it is to get to). All the other places are harder or more unpredictable to get to; but in turn are easy to use as item storage.
(EDIT: Now fixed, thankyou Warr) Walking SFX is very loud and dominating, especially after taking thousands of steps. Making that a bit quieter (so I can better enjoy the other SFX when they appear) would be appreciated
EDIT: Game complete. I'm enjoying the final music now :)
I have a list of unused items and places of interest, which could mean I managed to accidentally skip some parts of the game or. End game says 100%, so I presume I have not missed any secrets. Maybe. Possibly.
Thankyou for much Warr1024 and Iarbat. With exception to one frustrating puzzle blocker I found this thoroughly enjoyable. Definitely recommend to others.
Yeah, after checking it again, I concur about the footsteps. It would be nice if they could be changed dynamically, but the best I can do is reduce them by about 12dB for the next release.
Thankyou Warr. There is something mystical about entering constants as fractions; completely on-tone for this game.
It would be nice if they could be changed dynamically
What type of dynamic are you thinking? Make footsteps quieter when there are no other SFX playing, make them change volume with each step (to some distrib function that occasionally gives louder steps) or make them quieter after taking many steps in a row?
Some more comments:
This mod has amazing performance. In popular mapgen games I normaly feel lots of hitches and slowdowns. In Wuzzy's Glitch I also felt hitches despite the lack of mapgen. In Piranesi Resto everything is buttery smooth, even when traversing the doorways where I suspect block manipulations are being performed. I think you must have thrown away all of the base lua and started from scratch? I note your extractor tool for getting the appearance of blocks without their associated event code; so this must have been a goal.
Ocasionally I see small graphical glitches (I swear that piano moves) but apart from that everything is minty.
I have made it slightly further into the game, but I am still as confused as ever. I might need to employ the assistance of some friends. (Is it a bad thing to want to send friends into this haunted house? )
I'm also eager to try the original Perenesi to see what has changed. I'll have to spool up and older version of Minetest. Perhaps once I've completed this version (or get so stuck that I can hope it provides hints). To ward off the crashes I'll get some garlic.
My original idea was that the first few steps you'd take would be a bit louder, and then it would fade with monotony to let other sounds take over.
This mod has amazing performance.
Basically all mapgen stuff is done via schematics, and there is almost no need to manipulate node metadata at any point, making it easy to do fast. IIRC the original Piranesi was also mostly schematic-based. The fact that the map is basically empty until you step over a threshold, and only the room you're stepping into is actually generated, helps a lot.
thrown away all of the base lua and started from scratch
That's what I did. No criticism to the original author (that they got such an ambitious project working at all in a game jam timeframe, on top of the amazing concept, design, and artwork is quite impressive) but I just found it easier to work with the code by restructuring everything, and getting rid of a lot of external dependencies.
I am still as confused as ever
Some of these puzzles are pretty hard. The star puzzle you mentioned took me until almost the end of the rewrite to figure out (the code for the solution in the original is stubbed out so I actually couldn't even cheat by reading the source).
assistance of some friends
Playing with friends can help a LOT, especially when you're stuck on one stubborn thing. I think being able to collaborate, or at least share your progress, makes it more fun even when you're not making much progress.
once I've completed this version
You can also play this one through again and aim for a higher completion %, or a faster time! 🙂
For the record, you apparently found Issue #45: Disappearing Items, which is now fixed in the latest release. If you think you may have lost potentially important items due to this bug, you should start a new world.
(I have not tried the original, but from I what I have read this a complete and working remake?)
I'm completely stuck and have been for a couple of hours, but I don't care, I'm still enjoying it. Some of the clues are obvious, others don't seem sensible (wth does "lastly and centrally" mean? Especially in a room with an even count of dimensions!) and I am yet to make sense of the stars.
I refuse to look at the sourcecode for this one. I'll update this review if I ever get further. If you don't hear from me then I may have awoken in Piranesi instead of real life.
It's interesting that the tree maze is a pain to get inside of. I suspect perhaps this was done to prevent player's using it as a place to dump all their items (given how easy and quick it is to get to). All the other places are harder or more unpredictable to get to; but in turn are easy to use as item storage.
(EDIT: Now fixed, thankyou Warr) Walking SFX is very loud and dominating, especially after taking thousands of steps. Making that a bit quieter (so I can better enjoy the other SFX when they appear) would be appreciated
EDIT: Game complete. I'm enjoying the final music now :)
I have a list of unused items and places of interest, which could mean I managed to accidentally skip some parts of the game or. End game says 100%, so I presume I have not missed any secrets. Maybe. Possibly.
Thankyou for much Warr1024 and Iarbat. With exception to one frustrating puzzle blocker I found this thoroughly enjoyable. Definitely recommend to others.
Yeah, after checking it again, I concur about the footsteps. It would be nice if they could be changed dynamically, but the best I can do is reduce them by about 12dB for the next release.
Thankyou Warr. There is something mystical about entering constants as fractions; completely on-tone for this game.
What type of dynamic are you thinking? Make footsteps quieter when there are no other SFX playing, make them change volume with each step (to some distrib function that occasionally gives louder steps) or make them quieter after taking many steps in a row?
Some more comments:
This mod has amazing performance. In popular mapgen games I normaly feel lots of hitches and slowdowns. In Wuzzy's Glitch I also felt hitches despite the lack of mapgen. In Piranesi Resto everything is buttery smooth, even when traversing the doorways where I suspect block manipulations are being performed. I think you must have thrown away all of the base lua and started from scratch? I note your extractor tool for getting the appearance of blocks without their associated event code; so this must have been a goal.
Ocasionally I see small graphical glitches (I swear that piano moves) but apart from that everything is minty.
I have made it slightly further into the game, but I am still as confused as ever. I might need to employ the assistance of some friends. (Is it a bad thing to want to send friends into this haunted house? )
I'm also eager to try the original Perenesi to see what has changed. I'll have to spool up and older version of Minetest. Perhaps once I've completed this version (or get so stuck that I can hope it provides hints). To ward off the crashes I'll get some garlic.
My original idea was that the first few steps you'd take would be a bit louder, and then it would fade with monotony to let other sounds take over.
Basically all mapgen stuff is done via schematics, and there is almost no need to manipulate node metadata at any point, making it easy to do fast. IIRC the original Piranesi was also mostly schematic-based. The fact that the map is basically empty until you step over a threshold, and only the room you're stepping into is actually generated, helps a lot.
That's what I did. No criticism to the original author (that they got such an ambitious project working at all in a game jam timeframe, on top of the amazing concept, design, and artwork is quite impressive) but I just found it easier to work with the code by restructuring everything, and getting rid of a lot of external dependencies.
Some of these puzzles are pretty hard. The star puzzle you mentioned took me until almost the end of the rewrite to figure out (the code for the solution in the original is stubbed out so I actually couldn't even cheat by reading the source).
Playing with friends can help a LOT, especially when you're stuck on one stubborn thing. I think being able to collaborate, or at least share your progress, makes it more fun even when you're not making much progress.
You can also play this one through again and aim for a higher completion %, or a faster time! 🙂
I've found out why I'm stuck. Perhaps this is a feature that I don't understand? (potential spoilers) could you please look at https://forum.minetest.net/viewtopic.php?f=50&t=28963&p=426238#p426238
For the record, you apparently found Issue #45: Disappearing Items, which is now fixed in the latest release. If you think you may have lost potentially important items due to this bug, you should start a new world.
Thankyou. I'm now much further, checkout the (spoilers) progress I've written over on the forum.